[RELz]Stealth Overhaul, Cobl

Post » Sat May 28, 2011 8:48 pm

While I love Stealth Overhaul, I never cared for the way it started or the way you had to configure it.
Please, don't get me wrong. This is a wonderful piece of work. I may sound like I'm dissin' this mod. I'm NOT!
Just sayin' how I feel about certain aspects and what I did to get around them.
So.....

Stealth Overhaul, Cobl is just a different way to access JOG's mod. Somewhat more streamlined and easier to work with, imo.
None of the original formula were touch. The only changes are to the configuration and how it loads / starts.

Want to change your Light Armor penalty setting? JUST your Light Armor Setting? With only the original mod, you must reset the whole penalty settings range.
Not much to go through, but you still had to go through it. With the Cobl version I've written, you CAN change only the Light Armor setting.

What about the Quick-key setup? Now that is a pain. If you want to change only one key, you must reset all 10.

And it starts the configuration immediately on the first load. No matter what area you are in the game.

The Cobl version loads all of the default settings except for the Quick-keys. Those you must configure manually.

To access the configuration, you just select the +[Options] and then the JOG's Stealth Overhaul Configuration.
The main script stops, you change whatever settings, exit the menu, and the script starts right back up with your new settings.



v1.2 Released - Minor bug fixes:
Choosing to default the Hot-keys actually does so now (well, it did before, but the quest didn't restart unntil a game restart. DOH! :facepalm:
The Guide book now removes itself cleanly from inventory when closing.


Download from
http://www.tesnexus.com/downloads/file.php?id=29632

Full Readme:
Spoiler

Name: Stealth Overhaul, Cobl
Version: 1.2
Date: 01/22/10
Category: Immersion

Requirements
============
Oblivion Script Extender (OBSE) v0018b2+
Source: http://obse.silverlock.org/
Common Oblivion Library (Cobl) v1.63+
Source: http://tesnexus.com/downloads/file.php?id=21104
Stealth Overhaul v1.3
Source: http://tesnexus.com/downloads/file.php?id=6359

Description
===========
One thing that always annoyed me about Stealth Overhaul was the configuration
interface JOG originally scripted. You cannot change any ONE individual setting.
You must go through an entire block of the configuration script to change just
that one setting. Of course, you always were able to shut the game down, change
the ini file, start the game, open the console, and type "bat stealthoverhaul.ini"
to activate your changes.

Both choices, in my opinion, are unwieldy and do not provide smooth game play.
Because I prefer unobtrusive game play, I created my own configuration script and
then adopted it to Cobl.I have not changed any of JOG's formulas or their implementation.
I just "revised"his configuration script to simply to enable Stealth Overhaul's settings
to be changeable while in-game and without running the a full block of the configuration
script. With this Cobl patch, now you CAN change ANY individual setting on the fly, quickly
and easily.

Details
=======
This mod changes two scripts, adds one script, adds a token to Cobl +[Options], and adds a
book to Cobl +[Guide Books]. This main script loads the default sneak settings but does
not set the Quick-keys. You must set these manually. You have the options to change any
setting by selecting JOG's Stealth Overhaul Settings from +[Options]. When you select this,
the script stops. After you make your changes and close the menu, the script restarts. A
brief description of what a setting does will appear with the option to change it. To read
about settings with more detail, select JOG's Stelath Overhaul from+[Guide Books]. This book
contain most of JOG's readme. The StealthOverhaul.ini file is not needed with this Patch.
You may delete it.

Install
=======
This archive is distributed in what LHammonds calls OMOD-Ready format. It allows you to
manually extract and install like most other mods but it also allows you to use Oblivion
Mod Manager and import this archive with all the settings pre-configured for an OMOD file.

If you are adding this mod to a saved game, I recommend that you do a clean save.
Uncheck Stealth Overhaul, load a saved game and save in a new slot.
Check Stealth Overhaul and Stealth Overhaul, Cobl and load the new save.

Pick which method you are going to use for installation:

Manual Installation
- = or = -
OBMM Installation

Manual Install
--------------
1. Extract this archive to any folder and then copy the contents to Oblivion's Data
folder. You can ignore or delete the "omod conversion data" folder.
2. This mod must load after Cobl and Stealth Overhaul. It should load that way by
default, but you may need to use Wrye Bash, OBMM, or some other filedate changer.
3. Start Oblivion Launcher, click Data Files, and enable the .esp file(s).

OBMM Install
------------
(Do this section once.)
1. Start Oblivion Mod Manager.
2. Click the Create button.
3. Click the Add Archive button, find and select the archive, then click Yes.
4. Click the Create omod button, then click OK when it finishes.

Install the mod using OBMM
1. Start Oblivion Mod Manager.
2. Double-click the name of the mod in the right-hand side of the OBMM screen.
(icon should turn blue)
3. Adjust the load order if necessary. This mod needs to load after Stealth Overhaul.

Uninstall
=========
Pick which method you are going to use for uninstall based on how you installed it:

Manual Uninstall
- = or = -
OBMM Uninstall

Manual Uninstall
----------------
1. Delete the files/folders associated with the mod:
(install directory)\Oblivion\Data\StealthOverhaul, Cobl.esp
(install directory)\Oblivion\Data\Docs\StealthOverhaul, Cobl_readme.txt

OBMM Uninstall
--------------
1. Start Oblivion Mod Manager.
2. Double-click the name of the mod in the right-hand side of the OBMM screen,
click Yes.
(icon should turn green).

Known Issues or Bugs
====================
Pressing Quick-Keys isn't always quick. You may need to hold a key until the
scripts catch up.

When setting Quick-keys, you may feel inclined to click the "Warning" button.
Don't! This will set the Quick-key to the mouse button. Using menu boxes
instead of messages, setting Quick-keys is not quite the same as the original mod.
The messageboxes and the book were formatted using the Vanilla fonts. If you use
a font replacer, they may look a bit odd, but functionality is not impaired.

History
=======
1.2, 2010/08/03 - Bug fixes.
1.1, 2010/01/22 - Release
1.0, 2010/01/18 - Alpha testing

Contact
=======
You can find me on the official Elder Scrolls forums as 'Aellis'

Credits
=======
Thanks to Haama for pointing out the correct way to close the book.
Thanks to the folks on the CS Forum and the CS Wiki.
Thanks to the OBSE Team for creating OBSE.
Thanks to Bethesda for creating Oblivion.
Thanks to JOG for creating Stealth Overhaul.
Thanks to TESNexus.com and TES Alliance for hosting the many Mods of Morrowind and Oblivion.
Thanks to LHammonds for the Readme Generator this file was based on.

Tools Used
==========
Oblivion Mod Manager - http://www.tesnexus.com/downloads/file.php?id=2097
Oblivion Script Extender (OBSE) - http://obse.silverlock.org/
TES Construction Set - http://www.elderscrolls.com/downloads/updates_utilities.htm
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp

Licensing/Legal
===============
You can do whatever you want with this mod but all I ask in return is that you give me credit if
you distribute any part of this mod.

User avatar
Kim Kay
 
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Post » Sat May 28, 2011 6:12 pm

Well, at minimum, OBSE 14. I didn't use any functions from anything later, but I'm using v18 on my system. I don't know if that will come into play.

scripts compiled V18B1 or lower will work with OBSE any version... but if compiled with beta 2+ then the user also as to use beta 2+.
I'd give it a run through but I'm a bit too busy right now.
esp name? (to add to BOSS, if finalized).
Pacific Morrowind
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Chad Holloway
 
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Post » Sun May 29, 2011 1:07 am

Something missing here... a link?
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michael flanigan
 
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Post » Sat May 28, 2011 10:40 am

Something missing here? Like a link?



If you want to give it a run, just send a PM and I'll reply with a link in the morning (got to call it a night). I still need to polish it up a bit, but I'd like some feedback.



:whistle:
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Paul Rice
 
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Post » Sat May 28, 2011 1:14 pm

scripts compiled V18B1 or lower will work with OBSE any version... but if compiled with beta 2+ then the user also as to use beta 2+.
I'd give it a run through but I'm a bit too busy right now.
esp name? (to add to BOSS, if finalized).
Pacific Morrowind


Thanks for the info about OBSE, Pacific.
This patch WILL require OBSE v18b2+.

Stealth Overhaul, Cobl.esp
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Johnny
 
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Post » Sat May 28, 2011 7:33 pm

Yeah, that menu was really annoying for me. I got round it by changing my local copy so that it didn't bring up the menu on a new game, and changed the ini location to the data folder, as per usual for most of my other mods.

This sounds like another good solution.
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Flash
 
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Post » Sat May 28, 2011 11:04 am

Bump for Release. See Post #1 for details.
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ImmaTakeYour
 
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Post » Sat May 28, 2011 1:39 pm

Freakin' awesome. Thanks a lot, aellis.
I begin new games all the time and this will make it easier each time to configure :)
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CArlos BArrera
 
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Post » Sun May 29, 2011 12:09 am

I always was frustrated by the way of configuration of this mod;
Not using it even cobolized.
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Danel
 
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Post » Sat May 28, 2011 11:15 am

Finally got around to trying this out.

So far seems to work as advertised, which is cool.

What is not cool (at least about the version you PM'd me) was that it is an extra esp - additional to the regular Stealth Overhaul.

This would be best as a replacement esp - a re-release of SO.

It would be awesome to build upon this as well - such as including in-game settings to handle the the game mechanics and factors that are addressed in mods like No Psychic Guards and Attack and Hide.
That would make this truly an overhaul.

thanks for considering.
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Queen
 
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Post » Sat May 28, 2011 1:46 pm

Finally got around to trying this out.

So far seems to work as advertised, which is cool.

What is not cool (at least about the version you PM'd me) was that it is an extra esp - additional to the regular Stealth Overhaul.

This would be best as a replacement esp - a re-release of SO.

It would be awesome to build upon this as well - such as including in-game settings to handle the the game mechanics and factors that are addressed in mods like No Psychic Guards and Attack and Hide.
That would make this truly an overhaul.

thanks for considering.

Download the version on TESNexus. I found a couple of script errors in the version I sent you. Hence v1.1.
I'd love to do a rework, but I beleive JOG is no longer with the community and he has not given permission in his readme to do so.
Maybe somewhere along the line I'll tear apart the math and look at the inners working of the other mods as well.
In the meantime, there is always TES4Gecko if you really want to get rid of the extra esp.
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Chloe Mayo
 
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Post » Sat May 28, 2011 5:38 pm

Something missing here... a link?


Yes, it would appear that the original link is Kaput :brokencomputer:

Here is the proper one:
http://www.tesnexus.com/downloads/file.php?id=29632
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mike
 
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Post » Sat May 28, 2011 5:43 pm

Oops. Links in OP fixed.
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Patrick Gordon
 
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Post » Sat May 28, 2011 12:33 pm

v1.2 up. Bug fixes... See post #1
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jenny goodwin
 
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Post » Sat May 28, 2011 9:15 pm

@aellis: look at this http://www.tesnexus.com/downloads/file.php?id=31908
Stealth Overhaul Redux. Uses an ini, is better.
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Mark Churchman
 
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Post » Sat May 28, 2011 9:03 pm

So just to clarify - the original mod (Jog's SO) is still required for this to work, right?
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Michael Korkia
 
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Post » Sat May 28, 2011 11:08 am

@aellis: look at this http://www.tesnexus.com/downloads/file.php?id=31908
Stealth Overhaul Redux. Uses an ini, is better.


This kind of thing is a hot button for me.

Direct quote from Nexus:
"This mod has been edited by me. I have stripped the mod of what I like to call "fluff" and whittled it down to a basic mod that does what I want it to do to sneak, and fixed some things I thought needed fixing."



Personally, and I emphasize personally, I feel this redux mod is a ripoff of Jog's work. Doing this kind of thing is fine for personal use imo.
But for public release you either require the orignal mod and release a patch, or you state unequivically you had permission from the original author to chop up their work. He may have had permission to shred Jog's work, but because he didn't say so, I don't believe he did.
Again let me state this is my opinion. I may be totally wrong about it.

Unlike the mod above, I have not altered Jog's original scripting other than removing the initial startup setting of the Hot-keys.
I gave the user a menu option to decide what keys do what. AND my mod requires the original to be loaded.

It may be a wonderful mod. I'll never use it.

So just to clarify - the original mod (Jog's SO) is still required for this to work, right?


Yes, that is correct.
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Katy Hogben
 
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Post » Sat May 28, 2011 5:43 pm

This kind of thing is a hot button for me.

Direct quote from Nexus:



Personally, and I emphasize personally, I feel this redux mod is a ripoff of Jog's work. Doing this kind of thing is fine for personal use imo.
But for public release you either require the orignal mod and release a patch, or you state unequivically you had permission from the original author to chop up their work. He may have had permission to shred Jog's work, but because he didn't say so, I don't believe he did.
Again let me state this is my opinion. I may be totally wrong about it.

Unlike the mod above, I have not altered Jog's original scripting other than removing the initial startup setting of the Hot-keys.
I gave the user a menu option to decide what keys do what. AND my mod requires the original to be loaded.

It may be a wonderful mod. I'll never use it.


I love when everyone just assumes that you are trying to steal someones work and use it as your own. It can sometimes hinder innovation.
I got permission from JOG to re-release that mod as I did. He actually had stated it here on the forums when I brought up a thread discussing the issue of releasing an update to someone elses work who doesnt specifically state 'terms of use' in their readme file.
The only thing that svcks about the modding scene is that everyone assumes you are a thief if you don't somehow comfort them by saying JOG SAID IT WAS OK! As if I couldn't make that up if I wanted too... I never said that I created the mod and gave all credit to JOG only mentioning what I had done with my edits. I never tried to pass his work off as my own.

Anyways though. Your mod does what it says and for that... good job! :ahhh: The only reason I won't use it is because it adds one more ESP for a menu system. Not worth the extra space, but like I said it does what its advertised... so 10!
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lisa nuttall
 
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Post » Sat May 28, 2011 1:13 pm

snip...


I stand corrected.
I apologize for my erroneous statement.
It just wasn't clear that you did get approval, hence my previous opinion.
Good for you.
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Taylor Thompson
 
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